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AI work on 0.19 now
LOTS of work done on the map
Lots of custom and professional textures
Spawn points abound
Improvements all over, just stop reading and start playing, I can't list them all without writing another novel of a post and it's 5AM here.

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@Pentium4Guy I like that black car, looks almost like a 2-door (only 4-door was available) early-to-mid 90's Taurus SHO with that front-end, or a Thunderbird SC of the same vintage.
You should consider applying a nice interior to it if possible, or grafting the front end on an older Pessima. I will make some old Pessima parts one day.@Mola HERBIE THE LOVE BUG! And he hasn't even been squashed yet. Lucky Herbie, he lives for now.@umustbeloggedintododat Keep whatever version you have that is newer, and get rid of the old version, so you don't have problems with conflicting resources. The version you downloaded from the repository is the newest version available. There won't even be another Supporter Beta for about two weeks yet. The newest version should be packaged around April 8th 2020. It says RELEASE VERSION or PUBLIC VERSION on the title description inside the level select if you have the correct version. The April 7th and older versions will also have broken AI on the raised roads, overpasses/bridges, and fly-overs - the April 8th version has the appropriate arguments in-place in the AI path tables, so that the paths don't all fall to the terrain surface.
Thank-you to ALL for the generous amount of compliments. This mapping and modeling can be hard, monotonous and even unwieldy work, but the end result IS SO WORTH IT! No matter how much y'all enjoy driving around this city, I enjoy every minute of it just as much as anyone else if not more. I can't wait to get cracking on the other side of the lake in due time once my Route 1 project is in the map. It makes every cent of the over 1000$ (USD) of software + 220$ (USD) assets I poured into this map 10000% worth it.

I hope all of you folks have a safe happy Easter. Don't eat too much chocolate without having a laptop capable of running BeamNG from the latrine though, that would be a crying (in agony) shame otherwise. Make sure otherwise to still practice this social distance thing even if you feel OK - that's part of why I updated the public version - this way we can stay home and not get sick / get others sick / possibly die.
I might already have it (since end of January!), as I still haven't ditched the stuff in my lungs since I got sick in January (and don't have a compromised immune system)... so I'm staying put as much as possible and using an old muscle shirt to cover my face when in public when buying food. I won't die from it though, just haven't been myself as much lately. I will be getting tested this week for Covid-19.
The mapping must still go on, and I will be returning to progress in earnest tomorrow after two or three days off for sanity sake.
--Cheers!

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@Pentium4Guy I like that black car, looks almost like a 2-door (only 4-door was available) early-to-mid 90's Taurus SHO with that front-end, or a Thunderbird SC of the same vintage.
You should consider applying a nice interior to it if possible, or grafting the front end on an older Pessima. I will make some old Pessima parts one day.@Mola HERBIE THE LOVE BUG! And he hasn't even been squashed yet. Lucky Herbie, he lives for now.@umustbeloggedintododat Keep whatever version you have that is newer, and get rid of the old version, so you don't have problems with conflicting resources. The version you downloaded from the repository is the newest version available. There won't even be another Supporter Beta for about two weeks yet. The newest version should be packaged around April 8th 2020. It says RELEASE VERSION or PUBLIC VERSION on the title description inside the level select if you have the correct version. The April 7th and older versions will also have broken AI on the raised roads, overpasses/bridges, and fly-overs - the April 8th version has the appropriate arguments in-place in the AI path tables, so that the paths don't all fall to the terrain surface.
Thank-you to ALL for the generous amount of compliments. This mapping and modeling can be hard, monotonous and even unwieldy work, but the end result IS SO WORTH IT! No matter how much y'all enjoy driving around this city, I enjoy every minute of it just as much as anyone else if not more. I can't wait to get cracking on the other side of the lake in due time once my Route 1 project is in the map. It makes every cent of the over 1000$ (USD) of software + 220$ (USD) assets I poured into this map 10000% worth it.

I hope all of you folks have a safe happy Easter. Don't eat too much chocolate without having a laptop capable of running BeamNG from the latrine though, that would be a crying (in agony) shame otherwise. Make sure otherwise to still practice this social distance thing even if you feel OK - that's part of why I updated the public version - this way we can stay home and not get sick / get others sick / possibly die.
I might already have it (since end of January!), as I still haven't ditched the stuff in my lungs since I got sick in January (and don't have a compromised immune system)... so I'm staying put as much as possible and using an old muscle shirt to cover my face when in public when buying food. I won't die from it though, just haven't been myself as much lately. I will be getting tested this week for Covid-19.
The mapping must still go on, and I will be returning to progress in earnest tomorrow after two or three days off for sanity sake.
--Cheers!

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Thanks! it's a Lumina Z34, but ill see if I can make a Taurus SHO or a Thunderbird. These cars I made them with automation, sadly my blender skills are non-existant at the moment.

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Thanks! it's a Lumina Z34, but ill see if I can make a Taurus SHO or a Thunderbird. These cars I made them with automation, sadly my blender skills are non-existant at the moment.

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Square styled Lumina from early 90's was a NICE vehicle when it had 3100 or 3400 pushrod engines. Good engine & good highway merging capability especially on the 3400. Much better made than 4cyl Corsicas. I had a 3400 series engine back in the early 2000's in my Pontiac minivan, got 180,000 miles out of it - but the engine ran like a top with a touch of lifter tap even then, sure I could have got another 120,000 miles out of it, if it wasn't for the A shift solenoid going out leaving me without 1st or 4th gear. That solenoid was on the 11-o-clock position and you couldn't get to it without dropping the whole engine/trans.
Chevrolet made GREAT vehicles back then, even if I'm much more partial to the big full-size rear-drive v8's like the Caprice and Buick Roadmaster, they could go quite a while with little maintenance.
If only they had such quality now.

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Square styled Lumina from early 90's was a NICE vehicle when it had 3100 or 3400 pushrod engines. Good engine & good highway merging capability especially on the 3400. Much better made than 4cyl Corsicas. I had a 3400 series engine back in the early 2000's in my Pontiac minivan, got 180,000 miles out of it - but the engine ran like a top with a touch of lifter tap even then, sure I could have got another 120,000 miles out of it, if it wasn't for the A shift solenoid going out leaving me without 1st or 4th gear. That solenoid was on the 11-o-clock position and you couldn't get to it without dropping the whole engine/trans.
Chevrolet made GREAT vehicles back then, even if I'm much more partial to the big full-size rear-drive v8's like the Caprice and Buick Roadmaster, they could go quite a while with little maintenance.
If only they had such quality now.

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oh! don't tell me about it. I currently own a 96 Beretta Z26 (similar to the car on my profile pic) with the 3100, and they are very reliable. my father has a 3400 on his van that's over 210k and still going on strong. if you want to, I can send you the Z34. I have made a good handful of these old GM cars from the 80s and 90s. If only GM went back making good cars, not the heaps of plastic they make now and ruining legendary names i.e Blazer, Trailblazer.

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@Pentium4Guy I like that black car, looks almost like a 2-door (only 4-door was available) early-to-mid 90's Taurus SHO with that front-end, or a Thunderbird SC of the same vintage.
You should consider applying a nice interior to it if possible, or grafting the front end on an older Pessima. I will make some old Pessima parts one day.@Mola HERBIE THE LOVE BUG! And he hasn't even been squashed yet. Lucky Herbie, he lives for now.@umustbeloggedintododat Keep whatever version you have that is newer, and get rid of the old version, so you don't have problems with conflicting resources. The version you downloaded from the repository is the newest version available. There won't even be another Supporter Beta for about two weeks yet. The newest version should be packaged around April 8th 2020. It says RELEASE VERSION or PUBLIC VERSION on the title description inside the level select if you have the correct version. The April 7th and older versions will also have broken AI on the raised roads, overpasses/bridges, and fly-overs - the April 8th version has the appropriate arguments in-place in the AI path tables, so that the paths don't all fall to the terrain surface.
Thank-you to ALL for the generous amount of compliments. This mapping and modeling can be hard, monotonous and even unwieldy work, but the end result IS SO WORTH IT! No matter how much y'all enjoy driving around this city, I enjoy every minute of it just as much as anyone else if not more. I can't wait to get cracking on the other side of the lake in due time once my Route 1 project is in the map. It makes every cent of the over 1000$ (USD) of software + 220$ (USD) assets I poured into this map 10000% worth it.

I hope all of you folks have a safe happy Easter. Don't eat too much chocolate without having a laptop capable of running BeamNG from the latrine though, that would be a crying (in agony) shame otherwise. Make sure otherwise to still practice this social distance thing even if you feel OK - that's part of why I updated the public version - this way we can stay home and not get sick / get others sick / possibly die.
I might already have it (since end of January!), as I still haven't ditched the stuff in my lungs since I got sick in January (and don't have a compromised immune system)... so I'm staying put as much as possible and using an old muscle shirt to cover my face when in public when buying food. I won't die from it though, just haven't been myself as much lately. I will be getting tested this week for Covid-19.
The mapping must still go on, and I will be returning to progress in earnest tomorrow after two or three days off for sanity sake.
--Cheers!

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I have a problem, lots of areas in the city have misaligned objects. I would post photos but they keep getting lost in file transfer.
Edit: The problem isn't just limited to the city, there are lots of misplaced intersections and random concrete blocks in the middle of the road.

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I have a problem, lots of areas in the city have misaligned objects. I would post photos but they keep getting lost in file transfer.
Edit: The problem isn't just limited to the city, there are lots of misplaced intersections and random concrete blocks in the middle of the road.

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Okay, please clear cache first. If you ran 0.19.x with the old public version, and then with the new version, it will cause an issue unfortunately (which isn't my doing).
Then go ahead and make sure you don't have any duplicate files in mods folder of the map, as the file name for the latest version has changed.
Now go ahead and try to run the map, if all else fails, get in contact with me via private message.

You can always upload a zip containing the map screenshots to mega.nz (I use them 4+ years now and no viruses like dropbox or fileupload sites sometimes do!), or try taking them at night when internet congestion is less. Private message me the link.
This might be some bug with BeamNG, not me, that is causing it to flip object rotation 180 degrees. It sometimes happens when I refresh (read: update an older model with a suitable upgraded version that renders better or just plain looks better), and the game rotates it 180 degrees for no reason. Because it ends up flipped in game, but the cache doesn't update between map runs (even if you updated the map itself), it can do this. I will be mentioning this bug to the developers, it cropped up in 0.18 and I didn't think anything of it at first.

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This map, and your other one, Roane County, are easily some of the reasons why I can spend a lot of time playing Beam. They're big enough that I can cruise for a while at highway speeds without coming to an abrupt end too soon. Though I will have to admit, your last update to the map, while of course very good, manages to entirely chew up the VRAM on my GeForce GTX 770. I know it's an old video card at this point, but your map still manages to run well with everything on Normal settings. I just imagine given the VRAM usage with my one car alone and the map, I'm not going to be adding traffic reliably. This is by no means any criticism, just more of a "hey look, it runs on older hardware pretty nicely, despite one metric". I usually don't even add traffic on other maps to begin with, just being content with being able to drive a car that behaves pretty close to a real life one.

I should also mention that said video card is also paired with an Intel Core i5-4670k and 16 GB of RAM. So while my tower is pretty old, for all intents and purposes, you've managed to make a map that gives me plenty of room to cruise and explore, while being friendly to my nearly 7-year old rig. I very much appreciate your efforts to create these large environments, and I will be gladly waiting for the next update to this map that I can only imagine adds more depth to make it feel more realistic.

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This map, and your other one, Roane County, are easily some of the reasons why I can spend a lot of time playing Beam. They're big enough that I can cruise for a while at highway speeds without coming to an abrupt end too soon. Though I will have to admit, your last update to the map, while of course very good, manages to entirely chew up the VRAM on my GeForce GTX 770. I know it's an old video card at this point, but your map still manages to run well with everything on Normal settings. I just imagine given the VRAM usage with my one car alone and the map, I'm not going to be adding traffic reliably. This is by no means any criticism, just more of a "hey look, it runs on older hardware pretty nicely, despite one metric". I usually don't even add traffic on other maps to begin with, just being content with being able to drive a car that behaves pretty close to a real life one.

I should also mention that said video card is also paired with an Intel Core i5-4670k and 16 GB of RAM. So while my tower is pretty old, for all intents and purposes, you've managed to make a map that gives me plenty of room to cruise and explore, while being friendly to my nearly 7-year old rig. I very much appreciate your efforts to create these large environments, and I will be gladly waiting for the next update to this map that I can only imagine adds more depth to make it feel more realistic.

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"cruise for a while without coming to an abrupt end too soon" --the entire reason I make maps the way I do. 2020 is not the time for small sectioned-off maps, it's time for open-worlds in gaming and simulation. We're not nearly as limited as we used to be with computing power, and with the harnessing of more cores and hopefully one day DirectX 12 rendering, we'll really open things up nicely. This is already happening with many AAA games over the last few years, and so soon the future will be upon us. This and I have a personal nit-pick against 'shoe-box panorama maps' personally.
When I load up a map, I want to easily be immersed in driving for an hour or more, and not worry about hitting the same road all the time again and again, not a lot of maps currently offer this.
Speaking of which, I still must fix Roane County, so bear with me on that for another few days yet - it's getting there - when I'm all done juggling doctor visits, I'll be on it again.
Your i5 quad-core isn't over the hill just yet, it'll do just fine with a few more vehicles - aside of the VRAM metric. This map can take easily 6GB with high detail, so do know that you'd need a 6GB or 8GB card for high detail on this map. It's a whole city, and I'm not really content with having every building look the same (they already do that enough!), but some more optimization will help lighten the load a little bit in the future. I have old assets I am going to weed out in favor of both new stuff & better stuff, too. Most of the textures that are already loaded (albeit some used sparingly) into VRAM will be used much more often in the city in other places, too. For what it's worth my 4790k @ 4.4ghz (delidded, with liquid metal, fancy air cooling not water) ran this map just fine up until when the power substation blew up and decided to knock out several ports on the motherboard, the secondary sata controller, and made the thing just generally finicky as heck, and so I 100% completely replaced it (it was 5 years old almost). The power substation blowing up was so bad it knocked out electronics all on this side of town, and even managed to injure a SeaSonic power supply - that's hard to do! SeaSonic for what it's worth, replaced it without a single quibble, no questions asked, with a brand new-looking remanufactured unit of top quality, no scuffs or anything even. So kudos to Seasonic - I have one in this machine now, too. So entirely, until your motherboard goes to the tower in the sky, or the tower goes up in smoke, I wouldn't be worried about replacing it anytime soon. I'd give it another set of CPU releases from both intel and AMD (intel is end of the month or beginning of may for mainstream desktop 10xxx series, AMD is set for release in late fall early winter for AM4 Ryzen 4xxx desktop series), before even considering buying new parts. Then you'll be sure to get a good performance uplift not just from more cores, but for some single-threaded gains too - from either team. A seven year old machine is nothing to scoff at. If you built it, be quite proud you got that long out of it. That said surely you can get another year out of it easily, if not more.
You can however lower texture detail down a notch if and when needed, and then increase the mesh detail slider, to keep the models from popping in too late as you drive up to them. VRAM will however as above mentioned hold you back these days, fairly often in newer games or simulations in almost any genre. That said, an RX 570 8gb can be had on the used market super-duper cheap, and an Nvidia GTX 1650 Super 4gb (skip the non-super 1650!) is a capable card to be had new for well under the 200$ mark (though, I'd really recommend 6gb~8gb as a minimum, such as the 1660 series).
VRAM use may fluctuate up and down over various releases, however, I will be keeping it at or below 8gb with traffic included for hopefully the life of the project - as less than 1% have something with more than 8gb - only the 1080Ti, 2080Ti, Titan, Radeon VII and professional CAD cards have over 8gb.
TL-DR, I don't have a whole lot more textures to add in that aren't already in, only the models will increase the 'weight' of this map (those go in VRAM too), but many are simple, and the game compresses them at run-time (hence why you clear cache between versions), so I don't think this will go over 8gb in size the way it looks for VRAM weight. I have a lot of loose ends to tie up if it does, though.
I am considering a reduced-textured version of the map, but that will only come out a while from now, when the project is much closer to completion, I only have 25% of the city build (the area around the central lake + area of industrial / port / airport stuff, plus the stuff on the hill between those two spots). The rest of the map will be largely rural with sparse towns and some beach-front villages. I haven't really started much on the beachfront areas or the rural areas at all, so I won't be able to do a reduced textured version until most all the above is closer to done.

Just don't go over to a co-worker's or buddy's house who has an 8-core processor and load in 12~16 vehicles in this map as traffic ... otherwise you'll be saying goodbye to your quad core faster than you ever thought possible. Any thought of buyer's remorse I could have ever had (on my Ryzen 3700x) was banished away, never to return, once I hit a BeamNG traffic jam going too fast down the mountain in a U-haul truck loaded to the brim with pianos. This game is priceless, even more priceless than the resulting sound that big of a crash with that many pianos made.

Thanks for writing in and DO enjoy the map.

For other folks enjoying the map, write in, say what you like and YES even what you DO NOT like (yes, it's called 'constructive criticism'). I need to hear from you. It can be in words or in pictures, or even a video, but do let me know how Los Injurus provides you with a good time, so I can make sure to enhance that fun-factor and put in less of the stuff that's just a hassle. This map project is community-funded, so it needs to be both fun and add to the game as a whole, not just as a tech-demo of what BeamNG truly CAN be, but as 'your go-to' when you put some music on and just drive.
I've had this vision for over 25 years, I finally found a means a few years back, and I'm not about to put down the hammer and let this die, no, Los Injurus development does go on!

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I've got a good 2~3 miles of roads carved in, extending the bypass further past the commercial area, replacing an old roadway I carved in when BeamNG was only 0.5.x, and making a new one going up the mountain side. There's also a small man-made lake behind an earthen (coffer?) dam with a spillway (currently a bit crudely) carved in. None of these roads are 'finished' up yet, but they're driveable.
The "Worst Buy" is on the bottom left, you can just see the blue front on it; and the 'Line City' is the furthest-up parking lot further up the same road.
Sorry it looks so horrible (but it doesn't look much better close up because it's not done yet). Obviously there's many unfinished roads on the right (where I was working), but I did get a few miles carved, and a good half-mile of small stream carved in, and the dam with a road on-top of it on the top-right of the shot. More to come in the following days.
When it's done, it will feel a lot like rural California (and some scenes from GTAV for the same reason). Nothing is a direct copy, though. Never ever plagiarize here.
Will try to get Roane County uploaded tonight before I sleep and get it on the repo this week.
--That is all.

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I've got a good 2~3 miles of roads carved in, extending the bypass further past the commercial area, replacing an old roadway I carved in when BeamNG was only 0.5.x, and making a new one going up the mountain side. There's also a small man-made lake behind an earthen (coffer?) dam with a spillway (currently a bit crudely) carved in. None of these roads are 'finished' up yet, but they're driveable.
The "Worst Buy" is on the bottom left, you can just see the blue front on it; and the 'Line City' is the furthest-up parking lot further up the same road.
Sorry it looks so horrible (but it doesn't look much better close up because it's not done yet). Obviously there's many unfinished roads on the right (where I was working), but I did get a few miles carved, and a good half-mile of small stream carved in, and the dam with a road on-top of it on the top-right of the shot. More to come in the following days.
When it's done, it will feel a lot like rural California (and some scenes from GTAV for the same reason). Nothing is a direct copy, though. Never ever plagiarize here.
Will try to get Roane County uploaded tonight before I sleep and get it on the repo this week.
--That is all.

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Well, one section of the extension of the bypass is starting to come together nice, with some new (to this map) textures.
Where's this RTX gimmickery (for my screenshots) when I really need it?
This is merely a sample of what the bypass will look like. The road isn't tapered yet (graded with a slight sideways slope for water runoff), but that'll get done tomorrow, the turns are banked already though. Slowly getting there... it takes forever to carve these things in. 13 layers + any marking decals such as arrows, asphalt patches, or stop bars, plus the terrain and any signs (that's next) or curbs (not req'd here), to make a road like this...takes hours to do a mile or so, but it's 110% worth it. These asphalt textures are slightly redone* from Roane County ones, but very similar.
I did upload Roane County last night, but I noticed a bug with the imposters, so I will go through and weed those out before I forward the link to the staff, thank-you for your patience in the matter.
It will likely be Friday before Roane County hits the repo, hopefully it doesn't have to wait until after the weekend.
More pictures like this of the sweeping banked turns in this very road will show up later on over the coming days. Plenty of small straightaways over rolling hills into banking (sometimes sharp) turns, great stuff for road races - or just cruising - or even hauling pianos. While these roads look a bit battered and worn out, they won't be glass smooth either. You should be able to take this at speed with any regular road vehicle suspension (though, that said, rear-wheel-drive vehicles with stiff suspensions might lose control of the back end of the car, if taking a turn too hard), something like a middle-trim level Pessima should be good enough. These roads will be used for road races in missions eventually, and are being built with this in mind.
"Slightly redone" = still took me over an hour on textures tonight and then a little more time to script them in...
--That is all for right now.

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Well, one section of the extension of the bypass is starting to come together nice, with some new (to this map) textures.
Where's this RTX gimmickery (for my screenshots) when I really need it?
This is merely a sample of what the bypass will look like. The road isn't tapered yet (graded with a slight sideways slope for water runoff), but that'll get done tomorrow, the turns are banked already though. Slowly getting there... it takes forever to carve these things in. 13 layers + any marking decals such as arrows, asphalt patches, or stop bars, plus the terrain and any signs (that's next) or curbs (not req'd here), to make a road like this...takes hours to do a mile or so, but it's 110% worth it. These asphalt textures are slightly redone* from Roane County ones, but very similar.
I did upload Roane County last night, but I noticed a bug with the imposters, so I will go through and weed those out before I forward the link to the staff, thank-you for your patience in the matter.
It will likely be Friday before Roane County hits the repo, hopefully it doesn't have to wait until after the weekend.
More pictures like this of the sweeping banked turns in this very road will show up later on over the coming days. Plenty of small straightaways over rolling hills into banking (sometimes sharp) turns, great stuff for road races - or just cruising - or even hauling pianos. While these roads look a bit battered and worn out, they won't be glass smooth either. You should be able to take this at speed with any regular road vehicle suspension (though, that said, rear-wheel-drive vehicles with stiff suspensions might lose control of the back end of the car, if taking a turn too hard), something like a middle-trim level Pessima should be good enough. These roads will be used for road races in missions eventually, and are being built with this in mind.
"Slightly redone" = still took me over an hour on textures tonight and then a little more time to script them in...
--That is all for right now.

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It’s crazy how long it takes to do that. I never would’ve thought that. I hope that we will have Roane Country before the weekend.

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Spent another night and got the S-turn section and an intersection built (and one slightly added onto). The road you use to enter the Worst Buy parking lot will end up coming out at the intersection (the larger one in the 2nd & 3rd shot).
This road replaces the small dark-textured two-lane road that ran along the base of the mountain here, with all the non-banked corners that were okay for low-speed drifts... but this new road is way better, a lot faster, and will be much better with traffic. This large route is part of the planned suburbia atmosphere and should be a handy way to access the corner of the map close to the civilian airport where a lot of stuff isn't done yet. That part of the map is a little too inaccessible, and doesn't flow well, so this will improve that drastically with lots of nice new routes to take. The well-banked corners and wide roadway will surely be a lot of fun with a sports car or souped-up sedan, with lots of room for high speed drifting or road racing.
Another mile+ of the road isn't quite done yet (it's carved but has no textures yet). I've plotted out some routes for future roadways, and I think you folks will enjoy what's coming next.
These all will tie in to the 'route 1 concept' project as that's over on the edge of this side of the map (the edge behind the last shot).
--That is all for right now... and it's still raining here. Stupid weather. I will upload the Roane County update when I have a clear evening. The next LOS INJURUS supporter beta is about 10 days away, or there-about, due to the large amount of work I have for this phase.